I am not sure if this'll work, but perhaps having an invisible square sensor above the player, and if in air and if this sensor overlaps a solid, do a loop to push the player downwards by 1 pixel (and the loop will keep checking "is overlapping solid? Push down 1 pixel" until the sensor is no longer overlapping a solid).
The only thing I'm not sure about is if the platformer behaviour will react first, THEN the sensor. If this is the case, then this may not work or may not work 100% of the time.
Personally, I'd recommend attempting to make your platformer entirely in events, as this gives you more control (at the cost of efficiency, but if designed right, it isn't much of a loss).